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Term Paper Stage 3
IE 521
Sustainable Manufacturing
On
Implications of Virtual Reality on Environmental
Sustainability in Manufacturing Industry
By: Badrudduja Khan (50447360)
Palash Prakhar Gupta (50485201)
Fenil Manani (50442026)
Alok Varhadi (50491724)
Aman Kumar Luthra (50469029)
Introduction
Manufacturing companies worldwide, driven by increasing environmental awareness and the
need to address climate change, are increasingly recognizing the critical importance of
environmental sustainability in their operations. As major contributors to global energy
consumption and CO2 emissions, these companies face mounting pressure to adopt sustainable
practices throughout their manufacturing processes. The emergence of Industry 4.0
technologies, characterized by the integration of digital technologies and automation, has
further accelerated this transformation. These technologies, such as artificial intelligence, the
Internet of Things, and virtual reality, offer unprecedented opportunities to enhance operational
performance, improve resource efficiency, and drive environmental sustainability. By
leveraging the potential of Industry 4.0, manufacturing companies can not only achieve cost
savings and productivity gains but also make significant strides towards their environmental
sustainability goals.
Virtual reality (VR) stands out as a promising technology within the context of Industry 4.0,
offering distinct benefits for decision-making, visualization, and immersive experiences. Its
potential is particularly relevant for globally distributed manufacturing companies with diverse
functional teams. Earlier research conducted by Chang et al. (2017) and Rocca et al. (2020)
has delved into the capabilities of VR in optimizing disassembly and remanufacturing
processes, aligning with the principles of the Circular Economy (CE) by maximizing material
recovery and improving efficiency
However, despite these promising insights, there remains a lack of case studies that thoroughly
explore the environmental sustainability implications of VR technology in the manufacturing
industry. This study seeks to address this gap by thoroughly examining the effects of VR
applications on environmental sustainability within the operational framework of a globally
distributed manufacturing company.
This research focuses on an automotive company that serves as the subject of the case study.
The company features a renowned research and development centre based in Sweden, while
its manufacturing plants are situated in China. Through an extensive examination that
encompasses the development of VR-based interactive design approaches, rigorous testing,
interviews, collaborative focus group discussions, and comprehensive questionnaires, this
study aims to uncover the potential prospects and hurdles associated with the integration of VR
technology to enhance environmental sustainability.
The findings of this study will contribute to a comprehensive understanding of how and where
VR implementation can facilitate the mitigation of environmental impact within manufacturing
processes. This research delves into gaining insights of VR technology implications in the
global manufacturing landscape, equipping practitioners with the knowledge and tools
necessary in a manner that aligns with environmental sustainability objectives.
Moreover, given the limited research on the environmental impact of VR implementation this
study emphasizes the requirement to explore the broader implications of VR technology on
environmental sustainability. This need is particularly crucial in the current era of Industry 4.0
advancement, where understanding the environmental impact of emerging technologies is
highly important.
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This research aims to contribute to the existing body of knowledge by exploring this relatively
unexplored area. It seeks to provide practical guidance for manufacturing companies looking
to incorporate VR technology to promote environmental sustainability. The findings of this
study are expected to inform decision-making processes, inspire further research, and facilitate
the adoption of more sustainable manufacturing practices.
Problem Statement
Virtual reality (VR) technology in the manufacturing industry seems to present quite
unexceptional potential in improving the operational efficiency and also in effective decisionmaking process. However, due to lack of studies and comprehensive research on environmental
sustainability impact of VR, a gap in knowledge has been created which hinders the
manufacturing companies from fully understanding the scope of opportunities and challenges
associated with implementing VR technology to reduce environmental impact. For instance,
limited awareness of virtual reality's (VR) potential to optimize disassembly and
remanufacturing processes, resulting in efficient material recovery and alignment with Circular
Economy (CE) principles, hampers companies' ability to make informed decisions about VR
adoption and implementation.
Thus, there is a critical need to examine and investigate these specific implications of VR
applications in the global manufacturing context to promote environmental sustainability. By
effectively addressing this gap in knowledge, the research aims to implement VR technology
to achieve the sustainable goals associated with manufacturing.
Objective
The objectives are as follows:
• To explore the potential of virtual reality (VR) to reduce environmental impact in the
manufacturing industry.
• To identify the challenges and opportunities of using VR for environmental
sustainability.
The primary goal of this objective is to delve into the possibilities and evaluate the effectiveness
of leveraging virtual reality (VR) technology in order to diminish the environmental impact
caused by manufacturing operations. Through thorough research and analysis, the objective is
to explore and identify the diverse ways in which VR can play a role in mitigating resource
consumption, minimizing waste generation, and overall reducing the ecological footprint
associated with manufacturing processes.
By examining the potential applications of VR within the manufacturing industry, researchers
aim to uncover specific areas where VR can have a positive environmental impact. This
exploration involves investigating how VR can enhance energy efficiency by simulating and
optimizing energy usage in manufacturing facilities. It also entails exploring how VR can
contribute to waste reduction efforts by virtually testing and refining production processes to
minimize material waste and improve recycling practices.
It covers the investigation of VR's potential to aid in the sourcing of sustainable materials.
Through virtual reality (VR), producers may investigate alternative materials, assess their
environmental impact, and make wise material decisions that support sustainability objectives.
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VR may also help with eco-friendly design techniques. Manufacturers are able to see and refine
product ideas in a virtual setting by employing VR simulations, which enables the early
detection of possible environmental difficulties and the incorporation of sustainable design
concepts.
The particular methods that VR technology may be used to lessen the environmental impact of
industrial processes are identified and demonstrated in this aim. This research can offer useful
insights for the industry to embrace and execute sustainable practices successfully by
emphasizing the potential uses of VR in areas like energy efficiency, waste reduction,
sustainable material procurement, and eco-friendly design practices.
Literature Review
Virtual reality (VR), a rapidly developing technology, has the potential to significantly reduce
the environmental impact of the manufacturing industry. Travel can be reduced,
communication can be improved, personnel can be trained, and different circumstances can be
replicated with VR.
One of its most significant environmental implications is the amount of transportation required
for production. Customers travel to purchase things, suppliers travel to deliver resources, and
employees travel to and from their jobs. Virtual reality can help us avoid taking this entire trip.
VR can also be used to improve communication between multiple teams and locations. For
instance, creating a virtual conference space in which employees from diverse departments can
collaborate on projects Decision-making may become more efficient as a result, and
communication and teamwork may improve.
VR can be used to train staff on cutting-edge procedures and equipment. For instance, staff
employees can practice utilizing new equipment in a secure area by employing virtual reality
(VR) technology to create a training environment. As a result, there may be less need for onthe-job training, and energy consumption and emissions may be reduced.
VR can also be used to simulate different situations, which helps improve decision-making.
For example, a company could use VR to simulate the environmental effects of a new
production line. They might then choose how to lessen the line's detrimental effects on the
environment.
The application of VR for environmental sustainability in the manufacturing business is still in
its early stages, even though there is a growing amount of research on the topic. Numerous
studies have shown that VR has the potential to significantly reduce the environmental impact
of the manufacturing industry.
There are several challenges when using VR to promote environmental sustainability in the
industrial industry. One challenge is the high cost of VR equipment. VR headset prices can be
too high for small and medium-sized businesses. Another challenge is the lack of technical
knowledge. Because VR is an advanced technology, it can be difficult to find individuals who
have the skills to develop and use VR apps.
Despite these challenges, VR has a lot to offer the manufacturing sector in terms of
environmental sustainability. VR may reduce the need for travel, improve communication,
train workers, and reproduce a variety of scenarios. This could lead to significant decreases in
carbon emissions as well as other environmental effects. As technology develops, access to
and affordability will likely increase. As a result, more companies will be able to use VR to
reduce their environmental impact.
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Methodology
The case study discussed in the context here centres on an automaker with factories in China
and a research and development facility in Sweden. There were two main factors that led to the
choice of this specific multinational corporation with scattered functional teams.
First off, the business exhibited a keen interest in creating and adopting virtual reality (VR)
technology to link and improve cooperation across its many departments. The business
understood how virtual reality (VR) could help teams from different places interact and
communicate more effectively by removing geographic obstacles. The business wanted to
improve the performance and productivity of its distributed functional teams by bridging
communication gaps between them using VR technology.
The second goal of this case study was to explore and highlight the benefits of using a multiuser VR system in interaction design. The researchers believed they could maximize the
advantages and implications of using a multi-user VR system for creating interactions within
teams by performing the study in an automotive firm with a global presence. The company's
activities being scattered made for an excellent backdrop for examining how VR technology
affects communication and engagement amongst team members working in various locations.
Several research techniques were used to collect the data for the case study. These techniques
included focus group talks, interviews, surveys, and the production and testing of VR demos.
Each of these methods for gathering data had a function in examining various facets of the
case, such as assessing the usability and efficacy of the VR system, getting opinions and
insights from workers through focus groups and interviews, and gathering quantitative data
through questionnaires.
Utilizing VR demo development and testing made it possible to create interactive virtual
worlds that accurately represented the company's work circumstances and made it easier to
assess user experiences in these made-up places. Employee perspectives on their use of VR
technology, how it affects teamwork, and any difficulties or advantages they noticed were
thoroughly explored through interviews. Focus group interactions and group insights were
facilitated through focus group conversations, which made it possible to identify recurring
themes and patterns in the company's use of virtual reality. To statistically analyse the data and
generalize the results, questionnaires were used to collect quantitative data on different features
of the VR system and its effects.
The application of VR technology in a multinational automobile industry was thoroughly
investigated using a combination of qualitative and quantitative methodologies in the case
study. The study sought to illuminate the benefits of implementing a multi-user VR system in
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bridging geographical divides and boosting collaboration across scattered functional teams,
particularly in the context of interaction design.
• Development of VR Demonstration and Conducting Interviews:
The process began with extensive discussions held through meetings and emails to
determine the appropriate selection of assembly operations, motions, and the development
platform. The company's input and requirements were carefully considered throughout this
stage.
To create a realistic virtual representation of the manufacturing environment, 3D laser
scanning technology was utilized to capture on-site data from the Chinese manufacturing
plants. This data served as the foundation for building the virtual environment. Unity3D was
chosen as the development platform due to its capabilities in integrating different data
sources and enabling the desired functionality. The Unity plugin PUN2 was employed to
synchronize multiple users and manage network communication. The VR demo employed
HTC Vive headsets to provide an immersive experience.
A pilot version of the VR demo was developed to test its feasibility and gather feedback for
further improvement. The pilot testing was initially conducted between Gothenburg in
Sweden and Gaithersburg in the United States, involving colleagues from the company.
Subsequently, a second test took place in Sweden with external participants from the FCC
(Fraunhofer Chalmers Centre). Both tests involved performing design review tasks within
the VR environment and engaging in discussion sessions to identify areas for enhancement.
Based on the feedback received from the pilot testing, a second version of the VR demo was
developed with a focus on improving connection reliability and minimizing synchronization
latency. Additionally, customized user avatars were incorporated into the demo as an
additional feature. This improved version of the demo was tested at the company's location
in Gothenburg, with the participation of 14 individuals from different departments,
including process engineers and the vice president. After the testing session, participants
provided feedback by completing a scale-rating survey, which assessed their testing
experience and provided valuable insights for further refinement.
In parallel with the VR demo development and testing, a series of 15 interviews were
conducted within the case company. These interviews aimed to identify the areas within the
company with the greatest potential for VR implementation. The interviewees consisted of
individuals who had experience working with VR within the company. The interview
questions were designed based on identified areas of application obtained by comparing
relevant literature with the specific needs of the case company. All interviewees were asked
the same set of questions, and the answers were summarized after each interview. The
summaries were then sent back to the interviewees to ensure accuracy and address any
potential misunderstandings. These interviews took place at the company's premises, with
each session lasting approximately one hour.
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• Group Discussion Session:
To gather further insights and validate the findings from the testing feedback and interviews,
a focus group discussion was conducted with the engineering department. The purpose of
this discussion was to explore the significant potential of VR applications in relation to
environmental sustainability. By engaging the engineering department in a collaborative
discussion, the aim was to leverage their expertise and perspectives to identify innovative
ways in which VR technology could contribute to sustainability efforts within the company.
The focus group discussion provided a platform for participants to share their thoughts,
ideas, and experiences regarding the potential applications of VR in promoting
environmental sustainability. The session allowed for in-depth conversations,
brainstorming, and the exploration of various scenarios where VR could make a positive
impact. The summary and key takeaways from this focus group discussion served as
valuable input for designing a questionnaire that would be used to collect feedback from a
wider range of users.
The questionnaire, designed based on the insights gained from the focus group discussion,
aimed to gather feedback and opinions on the potential applications of VR technology for
environmental sustainability. Administered immediately after the testing of the second
version of the VR demo, the questionnaire provided an opportunity for participants to
provide their perspectives, suggestions, and ratings regarding the effectiveness and
relevance of the VR application in promoting sustainable practices.
By combining the insights from the focus group discussion with the data collected through
the questionnaire, the researchers could obtain a more comprehensive understanding of the
perceived potential and feasibility of VR applications in the context of environmental
sustainability. This iterative approach of gathering feedback from different sources helped
validate the findings and ensure a broader perspective on the benefits and limitations of
implementing VR technology for sustainable initiatives within the company.
Result and Discussion
The case study by Xiaoxia Chena, Liang Gonga, Anton Berceb, Björn Johanssona, and Mélanie
Despeisse on the implications of Virtual Reality (VR) on environmental sustainability in the
manufacturing industry provides valuable insights into the positive impact of VR adoption.
The results of the study highlight the following key outcomes:
• Reduced material waste:
The case study demonstrates that using VR for design, testing, and validation in a virtual
environment helps manufacturers minimize material waste. By identifying and addressing
design flaws early in the process, resources and energy are conserved.
The study argues that using VR for design and validation purposes reduces the number of
physical prototypes required, thus minimizing material waste. This reduction in waste not
only conserves resources but also contributes to a circular economy, where fewer raw
materials are consumed, and less waste is generated.
• Enhanced energy efficiency:
The study highlights that VR can help optimize production processes and factory layouts,
leading to increased energy efficiency. Through simulating the flow of materials, energy
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usage, and potential bottlenecks in the production process, VR allows manufacturers to
make improvements that minimize energy consumption.
• Reduced transportation emissions:
The case study emphasizes that VR can facilitate remote collaboration and training, reducing
the need for travel. Engineers, designers, and other stakeholders can work together in a
virtual environment, resulting in a decrease in transportation-related emissions.
• Improved maintenance and repair:
According to the study, using VR to train maintenance personnel enables them to quickly
identify and fix problems without extensive physical intervention. This reduces downtime
and lowers the environmental impact associated with maintenance and repair.
• Accelerated adoption of sustainable practices:
The study demonstrates that VR in manufacturing can promote environmentally sustainable
practices by showcasing their benefits and providing opportunities for training and learning.
• Eco-innovation:
The case study suggests that VR can serve as a platform for experimenting with and
simulating new environmentally-friendly technologies and materials. By enabling rapid
prototyping and testing, VR can accelerate the development and adoption of eco-innovations
in the manufacturing industry.
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The study infers that integrating VR into the manufacturing process can have a significant
positive impact on environmental sustainability. By enabling manufacturers to optimize their
production processes, minimize waste, and collaborate remotely, VR technology can
contribute to reduced resource consumption and lower carbon emissions. Moreover, the use
of VR for training and experimentation can accelerate the development and adoption of ecoinnovations and sustainable practices in the industry.
The findings of the case study could have several implications for the current setup in the
manufacturing industry:
• Manufacturers may be encouraged to invest in VR technology to improve their
environmental performance and achieve their sustainability goals.
• Policymakers and industry regulators might consider promoting the adoption of VR
technology in manufacturing by providing incentives, funding, or other support
mechanisms.
• Educational institutions and training providers may integrate VR technology into their
curricula to prepare the future workforce for the increasing adoption of VR in the
manufacturing industry.
• VR technology providers could tailor their offerings to address the specific needs and
challenges of the manufacturing industry, with a focus on environmental sustainability.
• Industry stakeholders, including suppliers, customers, and investors, might increasingly
consider the adoption of VR and other sustainable technologies as a key criterion when
evaluating the environmental performance of manufacturers.
To build upon the findings of this case study, future work could focus on the following areas:
• Quantitative analysis of the environmental benefits of VR adoption in manufacturing,
including the calculation of specific metrics such as energy savings, emissions reductions,
and waste reduction.
• Longitudinal studies to assess the long-term impact of VR on environmental sustainability
in the manufacturing industry, including potential changes in industry practices and
standards.
• Exploration of the barriers to VR adoption in the manufacturing industry and the
development of strategies to overcome these challenges, such as cost considerations,
infrastructure requirements, and workforce training.
• Investigation of potential negative environmental impacts of VR technology, such as
electronic waste and energy consumption associated with VR hardware and software, to
ensure a holistic understanding of its environmental impact.
• Development of best practices and guidelines for the integration of VR in manufacturing
processes to maximize environmental sustainability.
In conclusion, the study by Xiaoxia Chena, Liang Gonga, Anton Berceb, Björn Johanssona,
and Mélanie Despeisse highlights the potential of Virtual Reality to contribute to
environmental sustainability in the manufacturing industry. By providing valuable insights
into the benefits of VR adoption, the study can serve as a foundation for future work and
encourage further exploration of the role of VR in promoting sustainable manufacturing
practices.
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References
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